WIP Infantry import for engine
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animations/infantry/Shelby/anims-shelby_infantry_001.blend
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animations/infantry/Shelby/anims-shelby_infantry_001.blend
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animations/infantry/anims-alan.blend
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animations/infantry/anims-alan.blend
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characters/infantry/EXPORT_MESHES.blend
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characters/infantry/EXPORT_MESHES.blend
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characters/infantry/p10-rigging.blend
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characters/infantry/p10-rigging.blend
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@ -223,3 +223,24 @@ drv_constraint_1D(ghl_constraint, 'slider1d_gun_handLIK', 0.06)
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### Set up smear effect drivers for axe
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### Set up smear effect drivers for axe
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#drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03)
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#drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03)
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#drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03)
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#drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03)
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# Enforce deformation bones for FBX export
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def mfx(boneName: str): # Mark for export
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rig.data.bones[boneName].use_deform = True
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EXPORT_LIST = [
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'DEF-spine.005', # Helmet
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'camera_head',
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'camera_base',
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'grip_baton', # Baton
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'jetpack_grip', # Jetpack
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'grip_gun', # Gun
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'gun_ammunition',
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'gun_trigger',
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'gun_muzzle',
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]
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if True:
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for b in EXPORT_LIST:
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mfx(b)
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@ -1,7 +1,7 @@
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import bpy
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import bpy
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# Get export directory
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# Get export directory
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path: str = bpy.data.filepath
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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pathPrefix = max(path.rfind('animations/'), path.rfind('animations\\'))
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pathPrefix = max(path.rfind('animations/'), path.rfind('animations\\'))
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pathStart = pathPrefix + len('animations/')
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pathStart = pathPrefix + len('animations/')
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pathEnd = max(path.rfind('/'), path.rfind('\\'))
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pathEnd = max(path.rfind('/'), path.rfind('\\'))
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